asm
  ld sp,$EFFF
  end asm

#include "./library/smsrnd.bas"
#include "./library/pacmandelay.bas"

dim ee1 as uinteger at $E010
dim seed as uinteger at $E012
dim ee2 as uinteger at $E014
dim ee3 as uinteger at $E016
dim ee4 as uinteger at $E018
dim delay as uinteger at $E01A
dim eq1 as uinteger at $E020
dim eq2 as uinteger at $E022
dim eq3 as uinteger at $E024
dim cnt as uinteger at $E026
dim ex0 as uinteger at $E028
dim ey0 as uinteger at $E02A


sub c1942putchar(tx1 as uinteger, ty1 as uinteger, tch1 as ubyte, tat1 as ubyte)
  poke ($D000+(tx1*32)+ty1) bxor 31,tch1  '- video ram
  poke ($D400+(tx1*32)+ty1) bxor 31,tat1  '- color ram
  end sub

sub c1942writetext(tx2 as uinteger,ty2 as uinteger,tad2 as uinteger,tl2 as uinteger,tat2 as ubyte)
  dim tz2 as uinteger at $E000
  for tz2=0 to tl2-1
    c1942putchar(tx2+tz2,ty2,peek(tad2+tz2),tat2)
    next
  end sub

sub c1942puttile(tx1 as uinteger, ty1 as uinteger, tch1 as ubyte, tat1 as ubyte)
  poke ($D800+(tx1*32)+ty1) bxor %1111100000,tch1
  poke ($D800+(tx1*32)+ty1+16) bxor %1111100000,tat1
  end sub

sub c1942putsprite(tl1 as uinteger,tx1 as ubyte, ty1 as ubyte, tch1 as ubyte, tat1 as ubyte)
  poke $CC00+(tl1*4),tch1 '- id?
  poke $CC01+(tl1*4),tat1 '- attr?
  poke $CC02+(tl1*4),ty1 bxor 255 '- inv y
  poke $CC03+(tl1*4),tx1 '- x
  end sub


seed=0
delay=2000


c1942writetext(16,16,@text01,@text01end-@text01,1)



'- background ram
for ee1=$000 to $3FF step 32
  for ee2=0 to 31
    seed=smsrnd(seed)
    poke ($D800+ee1+ee2) bxor %1111100000,seed
    pacmandelay(500)
    next:next

'- video+color ram
for ee2=0 to 31
  for ee1=0 to 31
    seed=smsrnd(seed):ee3=seed
    seed=smsrnd(seed)
    c1942putchar(ee1,ee2,seed,ee3)
    next:next

for ee2=0 to 15
  for ee1=0 to 15
    c1942putchar(ee1+3,ee2+1,ee2*16+ee1,0)
    next:next

c1942writetext(14,18,@text01,@text01end-@text01,1)

cnt=0
ex0=128
ey0=128

do
  eq1=peek($C001) bxor 255
  c1942putchar(8,20,48+(eq1 mod 10),0)
  c1942putchar(7,20,48+((int(eq1/10)) mod 10),0)
  c1942putchar(6,20,48+((int(eq1/100)) mod 10),0)

  eq2=peek($C002) bxor 255
  c1942putchar(8,21,48+(eq2 mod 10),0)
  c1942putchar(7,21,48+((int(eq2/10)) mod 10),0)
  c1942putchar(6,21,48+((int(eq2/100)) mod 10),0)

  ex0=ex0-((eq1 band 4)/4)+((eq1 band 8)/8)
  ey0=ey0-(eq1 band 1)+((eq1 band 2)/2)


  '- sprite ram
  seed=smsrnd(seed)
  poke $CC00+(cnt band $7F),seed
  'poke $CC00,cnt '- id?
  'poke $CC01,cnt '- attr?
  'poke $CC02,ey0 bxor 255 '- inv y
  'poke $CC03,ex0 '- x

  c1942putsprite(0,ex0,ey0,cnt,cnt)
  c1942putsprite(1,ex0,ey0+16,cnt,cnt)

  pacmandelay(delay)
  cnt=cnt+1
  loop


do
  loop


text01:
asm
  defb "HELLO WORLD!!!"
  end asm
text01end:



'-----------------------------------------------------------------------
'cc00-cc7f Sprites
'd000-d3ff Video RAM
'd400-d7ff Color RAM
'd800-dbff Background RAM (groups of 32 bytes, 16 code, 16 color/attribute)



'
'dim ee2 as uinteger at $4C06
'dim ee3 as uinteger at $4C08
'dim ee4 as ubyte at $4C0A
'dim ecsp as ubyte at $4C0C
'dim ecsq as ubyte at $4C0E
'
'dim ex0 as uinteger at $4C10
'dim ey0 as uinteger at $4C12
'dim ex1 as uinteger at $4C14
'dim ey1 as uinteger at $4C16
'dim ex2 as uinteger at $4C18
'dim ey2 as uinteger at $4C1A
'dim ex3 as uinteger at $4C1C
'dim ey3 as uinteger at $4C1E
'
'dim ex4 as uinteger at $4C20
'dim ey4 as uinteger at $4C22
'dim ex5 as uinteger at $4C24
'dim ey5 as uinteger at $4C26
'dim ex6 as uinteger at $4C28
'dim ey6 as uinteger at $4C2A
'dim ex7 as uinteger at $4C2C
'dim ey7 as uinteger at $4C2E
'
'dim ej0 as uinteger at $4C30
'dim ej1 as uinteger at $4C32
'
'function test1(t1 as uinteger,t2 as uinteger,t3 as uinteger,t4 as uinteger)  as uinteger
'  end function
'
'sub zpoke(t1 as uinteger,t2 as ubyte)
'  poke t1,t2
'  end sub
'
'sub putchar(tx1 as uinteger, ty1 as uinteger, tch1 as uinteger)
'  poke ($4000+(tx1*32)+ty1) bxor %0000001111100000,(tch1 band 255)
'  end sub
'
'pacmanputsprite(0,21,10,4,3)
'pacmanputsprite(1,21,30,4,3)
'pacmanputsprite(2,21,50,4,3)
'pacmanputsprite(3,21,70,4,3)
'pacmanputsprite(4,21,90,4,3)
'pacmanputsprite(5,21,110,4,3)
'pacmanputsprite(6,21,130,4,3)
'pacmanputsprite(7,21,150,4,3)
'
'seed=0
'
'poke $4300,code("*")
'poke $4200,code("*")
'poke $4100,code("*")
'
'poke $4010,code("0")
'poke $400F,code("1")
'poke $4030,code("2")
'poke $402F,code("3")
'
'poke $43D0,code("0")
'poke $43CF,code("1")
'poke $43F0,code("2")
'poke $43EF,code("3")
'
'for ee2=0 to 11
'  poke ($4000+((ee2+12)*32)+13) bxor %0000001111100000,peek(@text01+ee2)
'  next
'
'for ee2=0 to 11
'  poke ($4000+(0*32)+(ee2+12)) bxor %0000000000011111,peek(@text01+ee2)+64
'  next
'
'for ee2=0 to 11
'  poke ($4000+(31*32)+(ee2+12)) bxor %0000000000011111,peek(@text01+ee2)+128
'  next
'
'ee4=0
'for ee3=15 to 15+15
'  for ee2=12 to 12+15
'    poke ($4000+(ee2*32)+ee3) bxor %0000001111100000,ee4
'    ee4=ee4+1
'    next
'    next
'
'for ee2=22 to 25
'  for ee3=6 to 9
'    poke ($4000+(ee2*32)+ee3) bxor %0000001111100000,code("X")
'    next
'    next
'
'test1(377,2445,63888,2342)
'
'ee1=$4207
'i=code("Q")
'poke ee1,i
'ee1=ee1+1
'i=code("T")
'poke ee1,i
'
'seed=0
'for ee1=$4400 to $47FF
'  seed=smsrnd(seed)
'  poke ee1,seed
'  next
'
'ex0=20:ey0=10
'ex1=20:ey1=30
'ex2=20:ey2=50
'ex3=20:ey3=70
'ex4=20:ey4=90
'ex5=20:ey5=110
'ex6=20:ey6=130
'ex7=20:ey7=150
'ee1=0
'ecsp=0:ecsq=0
'
'do
'poke $50C0,255 '- watchdog? - it seems to work! thanks, Jim Bagley!!!!
'
'ej0=peek($5000) bxor $ff
'ej1=peek($5040) bxor $ff
'
'poke ($4000+(6*32)+20) bxor %0000001111100000,ej0
'poke ($4000+(7*32)+20) bxor %0000001111100000,ej1
'
'poke ($4000+(8*32)+22) bxor %0000001111100000,48+(ex0 mod 10)
'poke ($4000+(7*32)+22) bxor %0000001111100000,48+((int(ex0/10)) mod 10)
'poke ($4000+(6*32)+22) bxor %0000001111100000,48+((int(ex0/100)) mod 10)
'
'poke ($4000+(8*32)+23) bxor %0000001111100000,48+(ey0 mod 10)
'poke ($4000+(7*32)+23) bxor %0000001111100000,48+((int(ey0/10)) mod 10)
'poke ($4000+(6*32)+23) bxor %0000001111100000,48+((int(ey0/100)) mod 10)
'
'poke ($4000+(8*32)+24) bxor %0000001111100000,48+(ee1 mod 10)
'poke ($4000+(7*32)+24) bxor %0000001111100000,48+((int(ee1/10)) mod 10)
'poke ($4000+(6*32)+24) bxor %0000001111100000,48+((int(ee1/100)) mod 10)
'poke ($4000+(5*32)+24) bxor %0000001111100000,48+((int(ee1/1000)) mod 10)
'poke ($4000+(4*32)+24) bxor %0000001111100000,48+((int(ee1/10000)) mod 10)
'
'poke ($4000+(8*32)+25) bxor %0000001111100000,48+(ej0 mod 10)
'poke ($4000+(7*32)+25) bxor %0000001111100000,48+((int(ej0/10)) mod 10)
'poke ($4000+(6*32)+25) bxor %0000001111100000,48+((int(ej0/100)) mod 10)
'
'poke ($4000+(8*32)+26) bxor %0000001111100000,48+(ej1 mod 10)
'poke ($4000+(7*32)+26) bxor %0000001111100000,48+((int(ej1/10)) mod 10)
'poke ($4000+(6*32)+26) bxor %0000001111100000,48+((int(ej1/100)) mod 10)
'
'poke ($4000+(8*32)+27) bxor %0000001111100000,48+(ecsp mod 10)
'
'
'if ecsp=0 then:
'  if (ej0 band 1)<>0 then: ey0=ey0-1:end if
'  if (ej0 band 2)<>0 then: ex0=ex0-1:end if
'  if (ej0 band 4)<>0 then: ex0=ex0+1:end if
'  if (ej0 band 8)<>0 then: ey0=ey0+1:end if
'  end if
'
'if ecsp=1 then:
'  if (ej0 band 1)<>0 then: ey1=ey1-1:end if
'  if (ej0 band 2)<>0 then: ex1=ex1-1:end if
'  if (ej0 band 4)<>0 then: ex1=ex1+1:end if
'  if (ej0 band 8)<>0 then: ey1=ey1+1:end if
'  end if
'
'if ecsp=2 then:
'  if (ej0 band 1)<>0 then: ey2=ey2-1:end if
'  if (ej0 band 2)<>0 then: ex2=ex2-1:end if
'  if (ej0 band 4)<>0 then: ex2=ex2+1:end if
'  if (ej0 band 8)<>0 then: ey2=ey2+1:end if
'  end if
'
'if ecsp=3 then:
'  if (ej0 band 1)<>0 then: ey3=ey3-1:end if
'  if (ej0 band 2)<>0 then: ex3=ex3-1:end if
'  if (ej0 band 4)<>0 then: ex3=ex3+1:end if
'  if (ej0 band 8)<>0 then: ey3=ey3+1:end if
'  end if
'
'if ecsp=4 then:
'  if (ej0 band 1)<>0 then: ey4=ey4-1:end if
'  if (ej0 band 2)<>0 then: ex4=ex4-1:end if
'  if (ej0 band 4)<>0 then: ex4=ex4+1:end if
'  if (ej0 band 8)<>0 then: ey4=ey4+1:end if
'  end if
'
'if ecsp=5 then:
'  if (ej0 band 1)<>0 then: ey5=ey5-1:end if
'  if (ej0 band 2)<>0 then: ex5=ex5-1:end if
'  if (ej0 band 4)<>0 then: ex5=ex5+1:end if
'  if (ej0 band 8)<>0 then: ey5=ey5+1:end if
'  end if
'
'if ecsp=6 then:
'  if (ej0 band 1)<>0 then: ey6=ey6-1:end if
'  if (ej0 band 2)<>0 then: ex6=ex6-1:end if
'  if (ej0 band 4)<>0 then: ex6=ex6+1:end if
'  if (ej0 band 8)<>0 then: ey6=ey6+1:end if
'  end if
'
'if ecsp=7 then:
'  if (ej0 band 1)<>0 then: ey7=ey7-1:end if
'  if (ej0 band 2)<>0 then: ex7=ex7-1:end if
'  if (ej0 band 4)<>0 then: ex7=ex7+1:end if
'  if (ej0 band 8)<>0 then: ey7=ey7+1:end if
'  end if
'
'if (ej1 band 15)<>0 then: ecsq=ecsq+1:end if
'ecsp=(int(ecsq/4))mod 8
'
'ee3=int(ee1/4)
'
'pacmanputsprite(0,ex0,ey0,4,3)  '- layer,x,y,id,clut
'pacmanputsprite(1,ex1,ey1,ee3,3)  '- layer,x,y,id,clut
'pacmanputsprite(2,ex2,ey2,4,ee3)  '- layer,x,y,id,clut
'pacmanputsprite(3,ex3,ey3,ee3,ee3)  '- layer,x,y,id,clut
'pacmanputsprite(4,ex4,ey4,4,3)  '- layer,x,y,id,clut
'pacmanputsprite(5,ex5,ey5,ee3,3)  '- layer,x,y,id,clut
'pacmanputsprite(6,ex6,ey6,4,ee3)  '- layer,x,y,id,clut
'pacmanputsprite(7,ex7,ey7,ee3,ee3)  '- layer,x,y,id,clut
'
'ee1=ee1+1
'loop
'
''-------------------------------------------------------------------------------
'
'do
'loop
'
''-------------------------------------------------------------------------------
'
'text01:
'asm
'  defb "HELLO WORLD!!!!!"
'  end asm
'
''-------------------------------------------------------------------------------
'
'poke $5000,255
'
''- this should put some characters on the pattern display area
'for i=0 to 255
'  poke $4040+i,i
'  poke $4440+i,i
'  next
'
'do
'loop
'
''-------------------------------------------------------------------------------
'
'
'
